mirror of
https://github.com/vcmi/vcmi.git
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140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
/*
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* ISpellMechanics.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CSpellHandler.h"
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#include "../battle/BattleHex.h"
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struct Query;
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///callback to be provided by server
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class DLL_LINKAGE SpellCastEnvironment
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{
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public:
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virtual ~SpellCastEnvironment(){};
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virtual void sendAndApply(CPackForClient * info) const = 0;
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virtual CRandomGenerator & getRandomGenerator() const = 0;
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virtual void complain(const std::string & problem) const = 0;
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virtual const CMap * getMap() const = 0;
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virtual const CGameInfoCallback * getCb() const = 0;
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const = 0; //TODO: remove
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virtual void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const = 0;//TODO: type safety on query, use generic query packet when implemented
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};
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///all parameters of particular cast event
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struct DLL_LINKAGE BattleSpellCastParameters
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{
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public:
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///Single spell destination.
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/// (assumes that anything but battle stack can share same hex)
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struct DLL_LINKAGE Destination
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{
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explicit Destination(const CStack * destination);
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explicit Destination(const BattleHex & destination);
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const CStack * stackValue;
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const BattleHex hexValue;
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};
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//normal constructor
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BattleSpellCastParameters(const BattleInfo * cb, const ISpellCaster * caster, const CSpell * spell_);
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//magic mirror constructor
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BattleSpellCastParameters(const BattleSpellCastParameters & orig, const ISpellCaster * caster);
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void aimToHex(const BattleHex & destination);
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void aimToStack(const CStack * destination);
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void cast(const SpellCastEnvironment * env);
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///cast with silent check for permitted cast
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///returns true if cast was permitted
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bool castIfPossible(const SpellCastEnvironment * env);
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BattleHex getFirstDestinationHex() const;
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int getEffectValue() const;
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const CSpell * spell;
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const BattleInfo * cb;
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const ISpellCaster * caster;
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const PlayerColor casterColor;
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const ui8 casterSide;
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std::vector<Destination> destinations;
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const CGHeroInstance * casterHero; //deprecated
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ECastingMode::ECastingMode mode;
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const CStack * casterStack; //deprecated
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///spell school level
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int spellLvl;
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///spell school level to use for effects
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int effectLevel;
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///actual spell-power affecting effect values
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int effectPower;
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///actual spell-power affecting effect duration
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int enchantPower;
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private:
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///for Archangel-like casting
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int effectValue;
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};
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class DLL_LINKAGE ISpellMechanics
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{
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public:
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ISpellMechanics(const CSpell * s);
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virtual ~ISpellMechanics(){};
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virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const = 0;
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virtual std::vector<const CStack *> getAffectedStacks(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, int spellLvl, BattleHex destination) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCastAt(const CBattleInfoCallback * cb, const ECastingMode::ECastingMode mode, const ISpellCaster * caster, BattleHex destination) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const ISpellCaster * caster, const CStack * obj) const = 0;
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virtual void applyBattle(BattleInfo * battle, const BattleSpellCast * packet) const = 0;
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virtual void battleCast(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters) const = 0;
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//if true use generic algorithm for target existence check, see CSpell::canBeCast
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virtual bool requiresCreatureTarget() const = 0;
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static std::unique_ptr<ISpellMechanics> createMechanics(const CSpell * s);
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protected:
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const CSpell * owner;
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};
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struct DLL_LINKAGE AdventureSpellCastParameters
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{
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const CGHeroInstance * caster;
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int3 pos;
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};
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class DLL_LINKAGE IAdventureSpellMechanics
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{
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public:
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IAdventureSpellMechanics(const CSpell * s);
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virtual ~IAdventureSpellMechanics() = default;
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virtual bool adventureCast(const SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0;
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static std::unique_ptr<IAdventureSpellMechanics> createMechanics(const CSpell * s);
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protected:
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const CSpell * owner;
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};
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